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  • DNASTREAM’s RapidLaunch Oracle Accelerate solution for RightNow

    - by Richard Lefebvre
    The Oracle RightNow Accelerate solution from DNASTREAM allows each Customer to enjoy quicker deployment and earlier time to benefits from this SAAS Customer Experience solution. At the start of the project, a full suite of E-Learning simulations & materials is provided by DNASTREAM to match the customer’s processes. This RapidLaunch content library for RightNow can be leveraged by our customers early in their project implementations bringing significant cost efficiencies, time reduction and improved user adoption to their project roll outs. Solution Profile: This Oracle Accelerate solution is based on Oracle RightNow CX that includes Content management, Contact management, Incident management, Customer Portal, Closed incident Survey, Standard reports. As an additional option there is available the Oracle RightNow CX Chat implementation. For more information about RightNow and the DNASTREAM Accelerate solution, visit the Oracle Accelerate microsite or contact www.dnastream.com

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  • Introducing UPK 3.6 Simulation Help (You Say It and We Do It!)

    - by kathryn.lustenberger(at)oracle.com
    We would like to thank everyone that participated in the recent documentation survey that was conducted over the last several months. Your feedback is valuable and we appreciate the time you took to provide it. Many of you commented that you would like to have "UPKs for UPK" in the documentation. In response, we are pleased to announce the availability of Simulation Help. This unique help system is a blending of the text-based Developer help and a collection of approximately 200 simulations that show authors how to create, record, refine, localize, and publish content using the Developer. You can access Simulation Help at any time using the following link: http://download.oracle.com/technology/products/upk/index.html Save this link as a favorite or bookmark in your browser for easy access anytime. We have also provided a link to a short one-question survey so you can tell us what you think of the new Simulation Help. http://www.surveymonkey.com/s/BJT7LV6 Thanks again for your valuable feedback on the product documentation!

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  • Introducing UPK 3.6 Simulation Help (You Say It and We Do It!)

    - by marc.santosusso
    We would like to thank everyone that participated in the recent documentation survey that was conducted over the last several months. Your feedback is valuable and we appreciate the time you took to provide it. Many of you commented that you would like to have "UPKs for UPK" in the documentation. In response, we are pleased to announce the availability of Simulation Help. This unique help system is a blending of the text-based Developer help and a collection of approximately 200 simulations that show authors how to create, record, refine, localize, and publish content using the Developer. You can access Simulation Help at any time using the following link: http://download.oracle.com/technology/products/upk/index.html Save this link as a favorite or bookmark in your browser for easy access anytime. We have also provided a link to a short one-question survey so you can tell us what you think of the new Simulation Help. http://www.surveymonkey.com/s/BJT7LV6 Thanks again for your valuable feedback on the product documentation!

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  • NEW: Oracle Practice Exams

    - by Harold Green
    The Oracle University team continues to strive to make high-quality certification preparation tools available to our candidates. In support of this effort, we have expanded our relationship with Kaplan SelfTest.   Kaplan SelfTest is now an Oracle Authorized Practice Test Provider delivering a new feature-rich and fully authorized series of certification practice exams. Practice tests are one of the most effective ways candidates can prepare for an Oracle certification exam. Authorized practice exams help candidates to self assess their knowledge using realistic exam simulations. These practice exams utilize best-in-class practice exam tools including: Learning Mode (fully customize your own practice exam preferences), Certification Mode (simulates a real, timed testing situation) and Flash Cards (self check on key topical concepts). Customers may purchase practice exams from Oracle, with 30-day or 12-month access, or from Kaplan SelfTest directly. As an added benefit, Oracle University Learning Credits may be applied to purchases made from Oracle. View a current list of available practice tests.

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  • Numerical stability in continuous physics simulation

    - by Panda Pajama
    Pretty much all of the game development I have been involved with runs afoul of simulating a physical world in discrete time steps. This is of course very simple, but hardly elegant (not to mention mathematically inaccurate). It also has severe disadvantages when large values are involved (either very large speeds, or very large time intervals). I'm trying to make a continuous physics simulation, just for learning, which goes like this: time = get_time() while true do new_time = get_time() update_world(new_time - time) render() time = new_time end And update_world() is a continuous physical simulation. Meaning that for example, for an accelerated object, instead of doing object.x = object.x + object.vx * timestep object.vx = object.vx + object.ax * timestep -- timestep is fixed I'm doing something like object.x = object.x + object.vx * deltatime + object.ax * ((deltatime ^ 2) / 2) object.vx = object.vx + object.ax * deltatime However, I'm having a hard time with the numerical stability of my solutions, especially for very large time intervals (think of simulating a physical world for hundreds of thousands of virtual years). Depending on the framerate, I get wildly different solutions. How can I improve the numerical stability of my continuous physical simulations?

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  • how to deal with parallel programming

    - by nkint
    Hi. I know that parallel programming is a big resource in computer graphics, with moder machines, and mayebe a computing model that will be grow up in the near future (is this trend true?). I want to know what is the best way to deal with it. there is some practical general purpose usefulness in studying processor n-dimensional mesh, or bitonic sort in p-ram machines or it's only theory for domain specific hardware used in real particular signal elaborations of scientific simulations? Is this the best way to acquire the know how for how to become acquainted with cuda or opencl? (i'm interested in computer graphics applications) and why functional programming is so important to understand parallel computing? ps: as someone has advice me i have forked this discussion from http://stackoverflow.com/questions/4908677/how-to-deal-with-parallel-programming

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  • How can I explain object-oriented programming to someone who's only coded in Fortran 77?

    - by Zonedabone
    My mother did her college thesis in Fortran, and now (over a decade later) needs to learn c++ for fluids simulations. She is able to understand all of the procedural programming, but no matter how hard I try to explain objects to her, it doesn't stick. (I do a lot of work with Java, so I know how objects work) I think I might be explaining it in too high-level ways, so it isn't really making sense to someone who's never worked with them at all and grew up in the age of purely procedural programming. Is there any simple way I can explain them to her that will help her understand?

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  • Enhancing Enterprise Planning and Forecasting Through Predictive Modeling

    Planning and forecasting performance in today's volatile economic environment can be challenging with traditional planning applications and manual modeling techniques. To address these challenges, leading edge companies are leveraging predictive modeling to bring statistical analysis and techniques such as Monte Carlo simulations into the mix. Sound too math-intense and complicated? Not anymore. These techniques can be applied by anyone - no prior stats experience required - whether to augment the forecasting performed by line managers or to validate those forecasts based on historical information, and to produce a broader range of scenarios to consider in decision-making.

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  • Paraview 3.98.1 takes too long to launch

    - by Alejo
    I have been used Ubuntu 12.10 with paraview 3.14.1 to run and visualise CFD simulations (OpenFoam and Eilmer3) and the experience has been really good up to date. When I wanted to try Ubuntu 13.01, I realised paraview 3.98.1 was the version to be installed in this distribution when running sudo apt-get install paraview. I noticed it takes way too long to launch, not to mention that paraFoam always produces an error so paraFoam -bulitin has to be used instead. Does anyone know the reason why paraview 3.98.1 takes so long to load?, is it because the new version has more feautures or Ubuntu 13.04 simply can't handle it smoother? My machine is a Thinkpad W530 with 16GB RAM 1600MHz and intel i7-3720QM. I am running Ubuntu under VMware player set-up with 4GB RAM, 2 cores and Automatic vitualization. Thanks.

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  • How can I explain object-oriented programming to someone who's only coded in Fortran 77? [closed]

    - by Zonedabone
    Possible Duplicate: How can I explain object-oriented programming to someone who’s only coded in Fortran 77? My mother did her college thesis in Fortran, and now (over a decade later) needs to learn c++ for fluids simulations. She is able to understand all of the procedural programming, but no matter how hard I try to explain objects to her, it doesn't stick. (I do a lot of work with Java, so I know how objects work) I think I might be explaining it in too high-level ways, so it isn't really making sense to someone who's never worked with them at all and grew up in the age of purely functional programming. Is there any simple way I can explain them to her that will help her understand? Thanks for the help in advance.

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  • Continuing to code on large projects

    - by user3487347
    I am a hobbyist programmer, and I've started many medium - sized projects to work on just by myself. These include games, a raytracer, physics simulations etc. By the time these projects get to a certain size (around 5000 lines), I begin to slow down in adding features to the program. This is not because of a lack of ideas of what to implement in a program, but rather a struggle in how to go about it. In particular, I'm afraid of breaking what I already have working in order to implement a new feature. I've tried using version control like Git and Subversion, but these seem unnecessary when you are a one man team. I simply have a folder of "versions" of my program, one for each major change I make. How do I keep coding past this 5000 line mark? What about the 50000 line mark?

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  • Java GUI amd FPGA

    - by murat
    Hi, I study on a robot simulator that written on Java environment.But sonar scan simulations and computational burden of some driven algorithms on robot drop my simulator's performance. So i have decided to use fpga module and put the computational burden on it.I have spartan 3a development kit for this implemenatation. Does anyone has any document or application sample that related with communication of java program on PC with fpga code. thanks.

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  • Is there a C# library that will perform the Excel NORMINV function?

    - by Portman
    I'm running some Monte Carlo simulations and making extensive use of the Excel function NORM.INV using Office Interrop. This functions takes three arguments (probability, average, standard deviation) and returns the inverse of the cumulative distribution. I'd like to move my code into a web app, but that will require installing Excel on the server. Does anybody know of a C# statistics library that has an equivalent function to NORM.INV?

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  • Populating Specific Cells Using VBA

    - by Daniel
    I am using VBA to pull from a SQL table and it automatically populates cell E14. Not sure why it's that cell, but is there a way to specify which cell it pulls the data into? Here's what I have right now: strSQL = "SELECT distinct Source FROM dbo.Simulations WHERE SimulationID = 5

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  • Which python mpi library to use?

    - by Dana the Sane
    I'm starting work on some simulations using MPI and want to do the programming in Python/scipy. The scipy site lists a number of mpi libraries, but I was hoping to get feedback on quality, ease of use, etc from anyone who has used one.

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  • Multicore programming: what's necessary to do it?

    - by Casey
    I have a quadcore processor and I would really like to take advantage of all those cores when I'm running quick simulations. The problem is I'm only familiar with the small Linux cluster we have in the lab and I'm using Vista at home. What sort of things do I want to look into for multicore programming with C or Java? What is the lingo that I want to google? Thanks for the help.

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  • Using functions and environments

    - by Eduardo Leoni
    Following the recent discussions here (e.g. 1, 2 ) I am now using environments in some of my code. My question is, how do I create functions that modify environments according to its arguments? For example: y <- new.env() with(y, x <- 1) f <- function(env,z) { with(env, x+z) } f(y,z=1) throws Error in eval(expr, envir, enclos) : object 'z' not found I am using environments to keep concurrently two sets of simulations apart (without refactoring my code, which I wrote for a single set of experiments).

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  • Movement prediction for non-shooters

    - by ShadowChaser
    I'm working on an isometric 2D game with moderate-scale multiplayer, approximately 20-30 players connected at once to a persistent server. I've had some difficulty getting a good movement prediction implementation in place. Physics/Movement The game doesn't have a true physics implementation, but uses the basic principles to implement movement. Rather than continually polling input, state changes (ie/ mouse down/up/move events) are used to change the state of the character entity the player is controlling. The player's direction (ie/ north-east) is combined with a constant speed and turned into a true 3D vector - the entity's velocity. In the main game loop, "Update" is called before "Draw". The update logic triggers a "physics update task" that tracks all entities with a non-zero velocity uses very basic integration to change the entities position. For example: entity.Position += entity.Velocity.Scale(ElapsedTime.Seconds) (where "Seconds" is a floating point value, but the same approach would work for millisecond integer values). The key point is that no interpolation is used for movement - the rudimentary physics engine has no concept of a "previous state" or "current state", only a position and velocity. State Change and Update Packets When the velocity of the character entity the player is controlling changes, a "move avatar" packet is sent to the server containing the entity's action type (stand, walk, run), direction (north-east), and current position. This is different from how 3D first person games work. In a 3D game the velocity (direction) can change frame to frame as the player moves around. Sending every state change would effectively transmit a packet per frame, which would be too expensive. Instead, 3D games seem to ignore state changes and send "state update" packets on a fixed interval - say, every 80-150ms. Since speed and direction updates occur much less frequently in my game, I can get away with sending every state change. Although all of the physics simulations occur at the same speed and are deterministic, latency is still an issue. For that reason, I send out routine position update packets (similar to a 3D game) but much less frequently - right now every 250ms, but I suspect with good prediction I can easily boost it towards 500ms. The biggest problem is that I've now deviated from the norm - all other documentation, guides, and samples online send routine updates and interpolate between the two states. It seems incompatible with my architecture, and I need to come up with a better movement prediction algorithm that is closer to a (very basic) "networked physics" architecture. The server then receives the packet and determines the players speed from it's movement type based on a script (Is the player able to run? Get the player's running speed). Once it has the speed, it combines it with the direction to get a vector - the entity's velocity. Some cheat detection and basic validation occurs, and the entity on the server side is updated with the current velocity, direction, and position. Basic throttling is also performed to prevent players from flooding the server with movement requests. After updating its own entity, the server broadcasts an "avatar position update" packet to all other players within range. The position update packet is used to update the client side physics simulations (world state) of the remote clients and perform prediction and lag compensation. Prediction and Lag Compensation As mentioned above, clients are authoritative for their own position. Except in cases of cheating or anomalies, the client's avatar will never be repositioned by the server. No extrapolation ("move now and correct later") is required for the client's avatar - what the player sees is correct. However, some sort of extrapolation or interpolation is required for all remote entities that are moving. Some sort of prediction and/or lag-compensation is clearly required within the client's local simulation / physics engine. Problems I've been struggling with various algorithms, and have a number of questions and problems: Should I be extrapolating, interpolating, or both? My "gut feeling" is that I should be using pure extrapolation based on velocity. State change is received by the client, client computes a "predicted" velocity that compensates for lag, and the regular physics system does the rest. However, it feels at odds to all other sample code and articles - they all seem to store a number of states and perform interpolation without a physics engine. When a packet arrives, I've tried interpolating the packet's position with the packet's velocity over a fixed time period (say, 200ms). I then take the difference between the interpolated position and the current "error" position to compute a new vector and place that on the entity instead of the velocity that was sent. However, the assumption is that another packet will arrive in that time interval, and it's incredibly difficult to "guess" when the next packet will arrive - especially since they don't all arrive on fixed intervals (ie/ state changes as well). Is the concept fundamentally flawed, or is it correct but needs some fixes / adjustments? What happens when a remote player stops? I can immediately stop the entity, but it will be positioned in the "wrong" spot until it moves again. If I estimate a vector or try to interpolate, I have an issue because I don't store the previous state - the physics engine has no way to say "you need to stop after you reach position X". It simply understands a velocity, nothing more complex. I'm reluctant to add the "packet movement state" information to the entities or physics engine, since it violates basic design principles and bleeds network code across the rest of the game engine. What should happen when entities collide? There are three scenarios - the controlling player collides locally, two entities collide on the server during a position update, or a remote entity update collides on the local client. In all cases I'm uncertain how to handle the collision - aside from cheating, both states are "correct" but at different time periods. In the case of a remote entity it doesn't make sense to draw it walking through a wall, so I perform collision detection on the local client and cause it to "stop". Based on point #2 above, I might compute a "corrected vector" that continually tries to move the entity "through the wall" which will never succeed - the remote avatar is stuck there until the error gets too high and it "snaps" into position. How do games work around this?

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  • low performance on HPC cluster (sge) when running multiple jobs

    - by Yotam
    O know this is a long-shot but I'm clueless here. I'm running several computer simulations on High Performance Computation cluster (HPC) of oracale grid engine (sge). A single job runs at a certain speed (roughly 80 steps per second) when I add jobs to the machine, at a certain treshhold, the speed is recuded by two. On one machine (I don't know the cpu kind) the treshold is 11 jobs for 16 cpu's. On another one with the same number and kind of cpu's , the treshold is 8. I thought at first that this is a memory issue but each job takes about 60MB - 100MB and I have 16GB of ram on each of those machine. Did any of you encountered such a problem? is there any way to analyz this? Thanks.

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  • 1tera flop cluster?

    - by Adobe
    I want to buy a $40000 1 tera flop cluster to keep it in a room. What are the standard configurations? Cluster is supposed to do molecular dynamics simulations on biological systems. I'm proposed a 4 pc with 8 cores each by the selling company I'm deadling with. It looks like I also need infiniband. Does some one has an experience -- what phisical memory should I buy etc? I know things change very quickly... Still there might be a point or two to state. Edit: OS is supposed to be linux, application is gromacs.

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  • Package temperature above threshold, cpu clock throttled

    - by drN
    I am running 64 bit Ubuntu 11.10 on an i7 with 8gigs of ram. I thought of putting this on askubuntu.com but decided that maybe the question has a much broader appeal. I have the following error message popping up when I run math simulations. CPUn: Core temperature above threshold, cpu clock throttled (total events = xxxxxxx) CPUn: Package temperature above threshold, cpu clock throttled (total events = xxxxxxx) I realize that this is a hardware warning message (machine check exception, correct me if I am wrong). How do I turn these messages off? Since it doesn't seem to have a detrimental effect of my calculations or my computer (presumably), I don't like it cluttering up my virtual console screen with hundreds of these messages.

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  • 1 tera flop cluster?

    - by Adobe
    I want to buy a $40000 1 tera flop cluster to keep it in a room. What are the standard configurations? Cluster is supposed to do molecular dynamics simulations on biological systems. I'm proposed a 4 pc with 8 cores each by the selling company I'm deadling with. It looks like I also need infiniband. Does some one has an experience -- what phisical memory should I buy etc? I know things change very quickly... Still there might be a point or two to state. Edit: Custer is supposed to run linux, and gromacs in it.

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  • Artemis Is The Absolute Geekiest LAN Game You’ll Ever Play [Video]

    - by Jason Fitzpatrick
    Prepare to have your sense of what really geeky computer gaming look like with this Star Trek-like mockup that involves a projector, multiple monitors, and a crew of six. If you have five friends willing to pool some resources–because let us tell you, it’s not going to be cheap to build this gaming setup from scratch–you’re on your way to building a functional starship bridge in your rec room. You’ll need six computers and monitors, a projector to create the front-of-the-bridge-room effect, and a copy of the game–the full retail game is $40 but there is a free demo so you can take the starship simulation for a test spin. The base game is focused on simple simulations like defending your space station and fighting off waves of invaders, however, a recent update of the game supports user-created mission packs. The missions packs allow fans of the game to create intricate missions with objectives to expand the game much like fan-created RPG modules add game play value to table top role-playing games. Hit up the link below to read more about the game or just sit back and enjoy the entertaining video above of sci-fi bloggers manning a starship. Artemis HTG Explains: Why Do Hard Drives Show the Wrong Capacity in Windows? Java is Insecure and Awful, It’s Time to Disable It, and Here’s How What Are the Windows A: and B: Drives Used For?

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  • UPK Professional Customer Success Story: Medtronic

    - by [email protected]
    In case you missed the live event, be sure to listen to last week's UPK Customer iSeminar featuring Medtronic. This was the first iSeminar in our quarterly series to showcase UPK Professional (UPK and Knowledge Pathways). Donna Miller and Staci Gilbert gave viewers an inside look at samples of Medtronic's content as they shared their experiences, methodology and best practices for use of the solution. Here are some highlights of the call: • Medtronic initially purchased UPK Professional to support a multi-year, global SAP rollout for 9,000 end users located in 24 countries. • As time went on, they expanded their use of UPK Professional to include several of their other enterprise applications: PeopleSoft, Siebel CRM, Hyperion Financial Management, a number of SAP bolt-ons, Documentum, TrackWise, and many others. • In combination with their Saba LMS, UPK Professional has allowed Medtronic to create, deploy, track and certify consistent end user training for critical transactions and processes across their organization worldwide - essential for a company in a heavily regulated industry. • For key pieces of content or certain end user populations, some Medtronic business units localize/translate the global UPK content. Staci demonstrated examples of their SAP content which has been translated into Japanese. • In the live SAP environment, end users rely on UPK's context sensitive in-application performance support. Medtronic has found this to be very helpful post go-live, giving just-in-time support so end users are confident in a new system or when performing tasks they don't often touch (at quarter or year end). UPK also serves as Medtronic's internal Google. • Medtronic has realized savings on many fronts: reduction in support calls due to in-application performance support, elimination of their training clients, and speedier training (1.5 days rather than 5-7 days) of temporary workers by moving from ILT to a blended solution that includes UPK simulations for eLearning. Thanks again to Donna and Staci for an exceptional presentation. They offered so many great examples for anyone who's looking for ways to get more out of UPK or interested in learning about UPK Professional: Knowledge Pathways. - Karen Rihs, Oracle UPK Outbound Product Management

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